594 lines
23 KiB
C++
594 lines
23 KiB
C++
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
|
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
|
|
// SPDX-License-Identifier: MIT
|
|
|
|
#include "UnitTestFramework.h"
|
|
#include <Jolt/Physics/Collision/RayCast.h>
|
|
#include <Jolt/Physics/Collision/CastResult.h>
|
|
#include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
|
|
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
|
|
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
|
|
#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
|
|
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
|
|
#include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
|
|
#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
|
|
#include <Jolt/Physics/Collision/Shape/TaperedCylinderShape.h>
|
|
#include <Jolt/Physics/Collision/Shape/ScaledShape.h>
|
|
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
|
|
#include <Jolt/Physics/Collision/Shape/MutableCompoundShape.h>
|
|
#include <Jolt/Physics/Body/BodyCreationSettings.h>
|
|
#include <Jolt/Physics/PhysicsSystem.h>
|
|
#include <Layers.h>
|
|
|
|
TEST_SUITE("RayShapeTests")
|
|
{
|
|
// Function that does the actual ray cast test, inExpectedFraction1/2 should be FLT_MAX if no hit expected
|
|
using TestFunction = function<void(const RayCast &inRay, float inExpectedFraction1, float inExpectedFraction2)>;
|
|
|
|
// Test ray against inShape with lines going through inHitA and inHitB (which should be surface positions of the shape)
|
|
static void TestRayHelperInternal(Vec3Arg inHitA, Vec3Arg inHitB, TestFunction inTestFunction)
|
|
{
|
|
// Determine points before and after the surface on both sides
|
|
Vec3 delta = inHitB - inHitA;
|
|
Vec3 l1 = inHitA - 2.0f * delta;
|
|
Vec3 l2 = inHitA - 0.1f * delta;
|
|
Vec3 i1 = inHitA + 0.1f * delta;
|
|
Vec3 i2 = inHitB - 0.1f * delta;
|
|
Vec3 r1 = inHitB + 0.1f * delta;
|
|
Vec3 r2 = inHitB + 2.0f * delta;
|
|
|
|
// -O---->-|--------|--------
|
|
inTestFunction(RayCast { l1, l2 - l1 }, FLT_MAX, FLT_MAX);
|
|
|
|
// -----O>-|--------|--------
|
|
inTestFunction(RayCast { l2, Vec3::sZero() }, FLT_MAX, FLT_MAX);
|
|
|
|
// ------O-|->------|--------
|
|
inTestFunction(RayCast { l2, i1 - l2 }, 0.5f, FLT_MAX);
|
|
|
|
// ------O-|--------|->------
|
|
inTestFunction(RayCast { l2, r1 - l2 }, 0.1f / 1.2f, 1.1f / 1.2f);
|
|
|
|
// --------|-----O>-|--------
|
|
inTestFunction(RayCast { i2, Vec3::sZero() }, 0.0f, FLT_MAX);
|
|
|
|
// --------|------O-|->------
|
|
inTestFunction(RayCast { i2, r1 - i2 }, 0.0f, 0.5f);
|
|
|
|
// --------|--------|-O---->-
|
|
inTestFunction(RayCast { r1, r2 - l1 }, FLT_MAX, FLT_MAX);
|
|
}
|
|
|
|
static void TestRayHelper(const Shape *inShape, Vec3Arg inHitA, Vec3Arg inHitB)
|
|
{
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Test function that directly tests against a shape
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
TestFunction TestShapeRay = [inShape](const RayCast &inRay, float inExpectedFraction1, float inExpectedFraction2)
|
|
{
|
|
// CastRay works relative to center of mass, so transform the ray
|
|
RayCast ray = inRay;
|
|
ray.mOrigin -= inShape->GetCenterOfMass();
|
|
|
|
RayCastResult hit;
|
|
SubShapeIDCreator id_creator;
|
|
if (inExpectedFraction1 != FLT_MAX)
|
|
{
|
|
CHECK(inShape->CastRay(ray, id_creator, hit));
|
|
CHECK_APPROX_EQUAL(hit.mFraction, inExpectedFraction1, 1.0e-5f);
|
|
}
|
|
else
|
|
{
|
|
CHECK_FALSE(inShape->CastRay(ray, id_creator, hit));
|
|
}
|
|
};
|
|
|
|
// Test normal ray
|
|
TestRayHelperInternal(inHitA, inHitB, TestShapeRay);
|
|
|
|
// Test inverse ray
|
|
TestRayHelperInternal(inHitB, inHitA, TestShapeRay);
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Test function that directly tests against a shape allowing multiple hits but no back facing hits, treating convex objects as solids
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
TestFunction TestShapeRayMultiHitIgnoreBackFace = [inShape](const RayCast &inRay, float inExpectedFraction1, float inExpectedFraction2)
|
|
{
|
|
// CastRay works relative to center of mass, so transform the ray
|
|
RayCast ray = inRay;
|
|
ray.mOrigin -= inShape->GetCenterOfMass();
|
|
|
|
// Ray cast settings
|
|
RayCastSettings settings;
|
|
settings.SetBackFaceMode(EBackFaceMode::IgnoreBackFaces);
|
|
settings.mTreatConvexAsSolid = true;
|
|
|
|
AllHitCollisionCollector<CastRayCollector> collector;
|
|
SubShapeIDCreator id_creator;
|
|
inShape->CastRay(ray, settings, id_creator, collector);
|
|
|
|
if (inExpectedFraction1 != FLT_MAX)
|
|
{
|
|
CHECK(collector.mHits.size() == 1);
|
|
CHECK_APPROX_EQUAL(collector.mHits[0].mFraction, inExpectedFraction1, 1.0e-5f);
|
|
}
|
|
else
|
|
{
|
|
CHECK(collector.mHits.empty());
|
|
}
|
|
};
|
|
|
|
// Test normal ray
|
|
TestRayHelperInternal(inHitA, inHitB, TestShapeRayMultiHitIgnoreBackFace);
|
|
|
|
// Test inverse ray
|
|
TestRayHelperInternal(inHitB, inHitA, TestShapeRayMultiHitIgnoreBackFace);
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Test function that directly tests against a shape allowing multiple hits and back facing hits, treating convex objects as solids
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
TestFunction TestShapeRayMultiHitWithBackFace = [inShape](const RayCast &inRay, float inExpectedFraction1, float inExpectedFraction2)
|
|
{
|
|
// CastRay works relative to center of mass, so transform the ray
|
|
RayCast ray = inRay;
|
|
ray.mOrigin -= inShape->GetCenterOfMass();
|
|
|
|
// Ray cast settings
|
|
RayCastSettings settings;
|
|
settings.SetBackFaceMode(EBackFaceMode::CollideWithBackFaces);
|
|
settings.mTreatConvexAsSolid = true;
|
|
|
|
AllHitCollisionCollector<CastRayCollector> collector;
|
|
SubShapeIDCreator id_creator;
|
|
inShape->CastRay(ray, settings, id_creator, collector);
|
|
|
|
if (inExpectedFraction1 != FLT_MAX)
|
|
{
|
|
CHECK(collector.mHits.size() >= 1);
|
|
CHECK_APPROX_EQUAL(collector.mHits[0].mFraction, inExpectedFraction1, 1.0e-5f);
|
|
}
|
|
else
|
|
{
|
|
JPH_ASSERT(inExpectedFraction2 == FLT_MAX);
|
|
CHECK(collector.mHits.empty());
|
|
}
|
|
|
|
if (inExpectedFraction2 != FLT_MAX)
|
|
{
|
|
CHECK(collector.mHits.size() >= 2);
|
|
CHECK_APPROX_EQUAL(collector.mHits[1].mFraction, inExpectedFraction2, 1.0e-5f);
|
|
}
|
|
else
|
|
{
|
|
CHECK(collector.mHits.size() < 2);
|
|
}
|
|
};
|
|
|
|
// Test normal ray
|
|
TestRayHelperInternal(inHitA, inHitB, TestShapeRayMultiHitWithBackFace);
|
|
|
|
// Test inverse ray
|
|
TestRayHelperInternal(inHitB, inHitA, TestShapeRayMultiHitWithBackFace);
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Test function that directly tests against a shape allowing multiple hits but no back facing hits, treating convex object as non-solids
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
TestFunction TestShapeRayMultiHitIgnoreBackFaceNonSolid = [inShape](const RayCast &inRay, float inExpectedFraction1, float inExpectedFraction2)
|
|
{
|
|
// CastRay works relative to center of mass, so transform the ray
|
|
RayCast ray = inRay;
|
|
ray.mOrigin -= inShape->GetCenterOfMass();
|
|
|
|
// Ray cast settings
|
|
RayCastSettings settings;
|
|
settings.SetBackFaceMode(EBackFaceMode::IgnoreBackFaces);
|
|
settings.mTreatConvexAsSolid = false;
|
|
|
|
AllHitCollisionCollector<CastRayCollector> collector;
|
|
SubShapeIDCreator id_creator;
|
|
inShape->CastRay(ray, settings, id_creator, collector);
|
|
|
|
// A fraction of 0 means that the ray starts in solid, we treat this as a non-hit
|
|
if (inExpectedFraction1 != 0.0f && inExpectedFraction1 != FLT_MAX)
|
|
{
|
|
CHECK(collector.mHits.size() == 1);
|
|
CHECK_APPROX_EQUAL(collector.mHits[0].mFraction, inExpectedFraction1, 1.0e-5f);
|
|
}
|
|
else
|
|
{
|
|
CHECK(collector.mHits.empty());
|
|
}
|
|
};
|
|
|
|
// Test normal ray
|
|
TestRayHelperInternal(inHitA, inHitB, TestShapeRayMultiHitIgnoreBackFaceNonSolid);
|
|
|
|
// Test inverse ray
|
|
TestRayHelperInternal(inHitB, inHitA, TestShapeRayMultiHitIgnoreBackFaceNonSolid);
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Test function that directly tests against a shape allowing multiple hits and back facing hits, treating convex object as non-solids
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
TestFunction TestShapeRayMultiHitWithBackFaceNonSolid = [inShape](const RayCast &inRay, float inExpectedFraction1, float inExpectedFraction2)
|
|
{
|
|
// CastRay works relative to center of mass, so transform the ray
|
|
RayCast ray = inRay;
|
|
ray.mOrigin -= inShape->GetCenterOfMass();
|
|
|
|
// Ray cast settings
|
|
RayCastSettings settings;
|
|
settings.SetBackFaceMode(EBackFaceMode::CollideWithBackFaces);
|
|
settings.mTreatConvexAsSolid = false;
|
|
|
|
AllHitCollisionCollector<CastRayCollector> collector;
|
|
SubShapeIDCreator id_creator;
|
|
inShape->CastRay(ray, settings, id_creator, collector);
|
|
|
|
// A fraction of 0 means that the ray starts in solid, we treat this as a non-hit
|
|
if (inExpectedFraction1 == 0.0f)
|
|
{
|
|
inExpectedFraction1 = inExpectedFraction2;
|
|
inExpectedFraction2 = FLT_MAX;
|
|
}
|
|
|
|
if (inExpectedFraction1 != FLT_MAX)
|
|
{
|
|
CHECK(collector.mHits.size() >= 1);
|
|
CHECK_APPROX_EQUAL(collector.mHits[0].mFraction, inExpectedFraction1, 1.0e-5f);
|
|
}
|
|
else
|
|
{
|
|
JPH_ASSERT(inExpectedFraction2 == FLT_MAX);
|
|
CHECK(collector.mHits.empty());
|
|
}
|
|
|
|
if (inExpectedFraction2 != FLT_MAX)
|
|
{
|
|
CHECK(collector.mHits.size() >= 2);
|
|
CHECK_APPROX_EQUAL(collector.mHits[1].mFraction, inExpectedFraction2, 1.0e-5f);
|
|
}
|
|
else
|
|
{
|
|
CHECK(collector.mHits.size() < 2);
|
|
}
|
|
};
|
|
|
|
// Test normal ray
|
|
TestRayHelperInternal(inHitA, inHitB, TestShapeRayMultiHitWithBackFaceNonSolid);
|
|
|
|
// Test inverse ray
|
|
TestRayHelperInternal(inHitB, inHitA, TestShapeRayMultiHitWithBackFaceNonSolid);
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Insert the shape into the world
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// A non-zero test position for the shape
|
|
const Vec3 cShapePosition(2, 3, 4);
|
|
const Quat cShapeRotation = Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI);
|
|
const Mat44 cShapeMatrix = Mat44::sRotationTranslation(cShapeRotation, cShapePosition);
|
|
|
|
// Make the shape part of a body and insert it into the physics system
|
|
BPLayerInterfaceImpl broad_phase_layer_interface;
|
|
ObjectVsBroadPhaseLayerFilter object_vs_broadphase_layer_filter;
|
|
ObjectLayerPairFilter object_vs_object_layer_filter;
|
|
PhysicsSystem system;
|
|
system.Init(1, 0, 4, 4, broad_phase_layer_interface, object_vs_broadphase_layer_filter, object_vs_object_layer_filter);
|
|
system.GetBodyInterface().CreateAndAddBody(BodyCreationSettings(inShape, RVec3(cShapePosition), cShapeRotation, EMotionType::Static, 0), EActivation::DontActivate);
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Test a ray against a shape through a physics system
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
TestFunction TestSystemRay = [&system, cShapeMatrix](const RayCast &inRay, float inExpectedFraction1, float inExpectedFraction2)
|
|
{
|
|
// inRay is relative to shape, transform it into world space
|
|
RayCast ray = inRay.Transformed(cShapeMatrix);
|
|
|
|
RayCastResult hit;
|
|
if (inExpectedFraction1 != FLT_MAX)
|
|
{
|
|
CHECK(system.GetNarrowPhaseQuery().CastRay(RRayCast(ray), hit));
|
|
CHECK_APPROX_EQUAL(hit.mFraction, inExpectedFraction1, 2.5e-5f);
|
|
}
|
|
else
|
|
{
|
|
CHECK_FALSE(system.GetNarrowPhaseQuery().CastRay(RRayCast(ray), hit));
|
|
}
|
|
};
|
|
|
|
// Test normal ray
|
|
TestRayHelperInternal(inHitA, inHitB, TestSystemRay);
|
|
|
|
// Test inverse ray
|
|
TestRayHelperInternal(inHitB, inHitA, TestSystemRay);
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Test a ray against a shape through a physics system allowing multiple hits but no back facing hits
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
TestFunction TestSystemRayMultiHitIgnoreBackFace = [&system, cShapeMatrix](const RayCast &inRay, float inExpectedFraction1, float inExpectedFraction2)
|
|
{
|
|
// inRay is relative to shape, transform it into world space
|
|
RayCast ray = inRay.Transformed(cShapeMatrix);
|
|
|
|
// Ray cast settings
|
|
RayCastSettings settings;
|
|
settings.SetBackFaceMode(EBackFaceMode::IgnoreBackFaces);
|
|
settings.mTreatConvexAsSolid = true;
|
|
|
|
AllHitCollisionCollector<CastRayCollector> collector;
|
|
system.GetNarrowPhaseQuery().CastRay(RRayCast(ray), settings, collector);
|
|
|
|
if (inExpectedFraction1 != FLT_MAX)
|
|
{
|
|
CHECK(collector.mHits.size() == 1);
|
|
CHECK_APPROX_EQUAL(collector.mHits[0].mFraction, inExpectedFraction1, 2.5e-5f);
|
|
}
|
|
else
|
|
{
|
|
CHECK(collector.mHits.empty());
|
|
}
|
|
};
|
|
|
|
// Test normal ray
|
|
TestRayHelperInternal(inHitA, inHitB, TestSystemRayMultiHitIgnoreBackFace);
|
|
|
|
// Test inverse ray
|
|
TestRayHelperInternal(inHitB, inHitA, TestSystemRayMultiHitIgnoreBackFace);
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Test a ray against a shape through a physics system allowing multiple hits and back facing hits
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
TestFunction TestSystemRayMultiHitWithBackFace = [&system, cShapeMatrix](const RayCast &inRay, float inExpectedFraction1, float inExpectedFraction2)
|
|
{
|
|
// inRay is relative to shape, transform it into world space
|
|
RayCast ray = inRay.Transformed(cShapeMatrix);
|
|
|
|
// Ray cast settings
|
|
RayCastSettings settings;
|
|
settings.SetBackFaceMode(EBackFaceMode::CollideWithBackFaces);
|
|
settings.mTreatConvexAsSolid = true;
|
|
|
|
AllHitCollisionCollector<CastRayCollector> collector;
|
|
system.GetNarrowPhaseQuery().CastRay(RRayCast(ray), settings, collector);
|
|
collector.Sort();
|
|
|
|
if (inExpectedFraction1 != FLT_MAX)
|
|
{
|
|
CHECK(collector.mHits.size() >= 1);
|
|
CHECK_APPROX_EQUAL(collector.mHits[0].mFraction, inExpectedFraction1, 2.5e-5f);
|
|
}
|
|
else
|
|
{
|
|
JPH_ASSERT(inExpectedFraction2 == FLT_MAX);
|
|
CHECK(collector.mHits.empty());
|
|
}
|
|
|
|
if (inExpectedFraction2 != FLT_MAX)
|
|
{
|
|
CHECK(collector.mHits.size() >= 2);
|
|
CHECK_APPROX_EQUAL(collector.mHits[1].mFraction, inExpectedFraction2, 2.5e-5f);
|
|
}
|
|
else
|
|
{
|
|
CHECK(collector.mHits.size() < 2);
|
|
}
|
|
};
|
|
|
|
// Test normal ray
|
|
TestRayHelperInternal(inHitA, inHitB, TestSystemRayMultiHitWithBackFace);
|
|
|
|
// Test inverse ray
|
|
TestRayHelperInternal(inHitB, inHitA, TestSystemRayMultiHitWithBackFace);
|
|
}
|
|
|
|
/// Helper function to check that a ray misses a shape
|
|
static void TestRayMiss(const Shape *inShape, Vec3Arg inOrigin, Vec3Arg inDirection)
|
|
{
|
|
RayCastResult hit;
|
|
CHECK(!inShape->CastRay({ inOrigin - inShape->GetCenterOfMass(), inDirection }, SubShapeIDCreator(), hit));
|
|
}
|
|
|
|
TEST_CASE("TestBoxShapeRay")
|
|
{
|
|
// Create box shape
|
|
BoxShape box(Vec3(2, 3, 4)); // Allocate on the stack to test embedded refcounted structs
|
|
box.SetEmbedded();
|
|
Ref<Shape> shape = &box; // Add a reference to see if we don't hit free() of a stack allocated struct
|
|
|
|
TestRayHelper(shape, Vec3(-2, 0, 0), Vec3(2, 0, 0));
|
|
TestRayHelper(shape, Vec3(0, -3, 0), Vec3(0, 3, 0));
|
|
TestRayHelper(shape, Vec3(0, 0, -4), Vec3(0, 0, 4));
|
|
}
|
|
|
|
TEST_CASE("TestSphereShapeRay")
|
|
{
|
|
// Create sphere shape
|
|
Ref<Shape> shape = new SphereShape(2);
|
|
|
|
TestRayHelper(shape, Vec3(-2, 0, 0), Vec3(2, 0, 0));
|
|
TestRayHelper(shape, Vec3(0, -2, 0), Vec3(0, 2, 0));
|
|
TestRayHelper(shape, Vec3(0, 0, -2), Vec3(0, 0, 2));
|
|
}
|
|
|
|
TEST_CASE("TestConvexHullShapeRay")
|
|
{
|
|
// Create convex hull shape of a box (off center so the center of mass is not zero)
|
|
Array<Vec3> box;
|
|
box.push_back(Vec3(-2, -4, -6));
|
|
box.push_back(Vec3(-2, -4, 7));
|
|
box.push_back(Vec3(-2, 5, -6));
|
|
box.push_back(Vec3(-2, 5, 7));
|
|
box.push_back(Vec3(3, -4, -6));
|
|
box.push_back(Vec3(3, -4, 7));
|
|
box.push_back(Vec3(3, 5, -6));
|
|
box.push_back(Vec3(3, 5, 7));
|
|
RefConst<Shape> shape = ConvexHullShapeSettings(box).Create().Get();
|
|
|
|
TestRayHelper(shape, Vec3(-2, 0, 0), Vec3(3, 0, 0));
|
|
TestRayHelper(shape, Vec3(0, -4, 0), Vec3(0, 5, 0));
|
|
TestRayHelper(shape, Vec3(0, 0, -6), Vec3(0, 0, 7));
|
|
|
|
TestRayMiss(shape, Vec3(-3, -5, 0), Vec3(0, 1, 0));
|
|
TestRayMiss(shape, Vec3(-3, 0, 0), Vec3(0, 1, 0));
|
|
TestRayMiss(shape, Vec3(-3, 6, 0), Vec3(0, 1, 0));
|
|
}
|
|
|
|
TEST_CASE("TestCapsuleShapeRay")
|
|
{
|
|
// Create capsule shape
|
|
Ref<Shape> shape = new CapsuleShape(4, 2);
|
|
|
|
TestRayHelper(shape, Vec3(-2, 0, 0), Vec3(2, 0, 0));
|
|
TestRayHelper(shape, Vec3(0, -6, 0), Vec3(0, 6, 0));
|
|
TestRayHelper(shape, Vec3(0, 0, -2), Vec3(0, 0, 2));
|
|
}
|
|
|
|
TEST_CASE("TestTaperedCapsuleShapeRay")
|
|
{
|
|
// Create tapered capsule shape
|
|
RefConst<Shape> shape = TaperedCapsuleShapeSettings(3, 4, 2).Create().Get();
|
|
|
|
TestRayHelper(shape, Vec3(0, 7, 0), Vec3(0, -5, 0)); // Top to bottom
|
|
TestRayHelper(shape, Vec3(-4, 3, 0), Vec3(4, 3, 0)); // Top sphere
|
|
TestRayHelper(shape, Vec3(0, 3, -4), Vec3(0, 3, 4)); // Top sphere
|
|
}
|
|
|
|
TEST_CASE("TestCylinderShapeRay")
|
|
{
|
|
// Create cylinder shape
|
|
Ref<Shape> shape = new CylinderShape(4, 2);
|
|
|
|
TestRayHelper(shape, Vec3(-2, 0, 0), Vec3(2, 0, 0));
|
|
TestRayHelper(shape, Vec3(0, -4, 0), Vec3(0, 4, 0));
|
|
TestRayHelper(shape, Vec3(0, 0, -2), Vec3(0, 0, 2));
|
|
}
|
|
|
|
TEST_CASE("TestTaperedCylinderShapeRay")
|
|
{
|
|
// Create tapered cylinder shape
|
|
Ref<Shape> shape = TaperedCylinderShapeSettings(4, 1, 3).Create().Get();
|
|
|
|
// Ray through origin
|
|
TestRayHelper(shape, Vec3(-2, 0, 0), Vec3(2, 0, 0));
|
|
TestRayHelper(shape, Vec3(0, -4, 0), Vec3(0, 4, 0));
|
|
TestRayHelper(shape, Vec3(0, 0, -2), Vec3(0, 0, 2));
|
|
|
|
// Ray halfway to the top
|
|
TestRayHelper(shape, Vec3(-1.5f, 2, 0), Vec3(1.5f, 2, 0));
|
|
TestRayHelper(shape, Vec3(0, 2, -1.5f), Vec3(0, 2, 1.5f));
|
|
|
|
// Ray halfway to the bottom
|
|
TestRayHelper(shape, Vec3(-2.5f, -2, 0), Vec3(2.5f, -2, 0));
|
|
TestRayHelper(shape, Vec3(0, -2, -2.5f), Vec3(0, -2, 2.5f));
|
|
}
|
|
|
|
TEST_CASE("TestScaledShapeRay")
|
|
{
|
|
// Create convex hull shape of a box (off center so the center of mass is not zero)
|
|
Array<Vec3> box;
|
|
box.push_back(Vec3(-2, -4, -6));
|
|
box.push_back(Vec3(-2, -4, 7));
|
|
box.push_back(Vec3(-2, 5, -6));
|
|
box.push_back(Vec3(-2, 5, 7));
|
|
box.push_back(Vec3(3, -4, -6));
|
|
box.push_back(Vec3(3, -4, 7));
|
|
box.push_back(Vec3(3, 5, -6));
|
|
box.push_back(Vec3(3, 5, 7));
|
|
RefConst<Shape> hull = ConvexHullShapeSettings(box).Create().Get();
|
|
|
|
// Scale the hull
|
|
Ref<Shape> shape1 = new ScaledShape(hull, Vec3(2, 3, 4));
|
|
|
|
TestRayHelper(shape1, Vec3(-4, 0, 0), Vec3(6, 0, 0));
|
|
TestRayHelper(shape1, Vec3(0, -12, 0), Vec3(0, 15, 0));
|
|
TestRayHelper(shape1, Vec3(0, 0, -24), Vec3(0, 0, 28));
|
|
|
|
// Scale the hull (and flip it inside out)
|
|
Ref<Shape> shape2 = new ScaledShape(hull, Vec3(-2, 3, 4));
|
|
|
|
TestRayHelper(shape2, Vec3(-6, 0, 0), Vec3(4, 0, 0));
|
|
TestRayHelper(shape2, Vec3(0, -12, 0), Vec3(0, 15, 0));
|
|
TestRayHelper(shape2, Vec3(0, 0, -24), Vec3(0, 0, 28));
|
|
}
|
|
|
|
TEST_CASE("TestStaticCompoundShapeRay")
|
|
{
|
|
// Create convex hull shape of a box (off center so the center of mass is not zero)
|
|
Array<Vec3> box;
|
|
box.push_back(Vec3(-2, -4, -6));
|
|
box.push_back(Vec3(-2, -4, 7));
|
|
box.push_back(Vec3(-2, 5, -6));
|
|
box.push_back(Vec3(-2, 5, 7));
|
|
box.push_back(Vec3(3, -4, -6));
|
|
box.push_back(Vec3(3, -4, 7));
|
|
box.push_back(Vec3(3, 5, -6));
|
|
box.push_back(Vec3(3, 5, 7));
|
|
RefConst<ShapeSettings> hull = new ConvexHullShapeSettings(box);
|
|
|
|
// Translate/rotate the shape through a compound (off center to force center of mass not zero)
|
|
const Vec3 cShape1Position(10, 20, 30);
|
|
const Quat cShape1Rotation = Quat::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Quat::sRotation(Vec3::sAxisY(), 0.2f * JPH_PI);
|
|
const Vec3 cShape2Position(40, 50, 60);
|
|
const Quat cShape2Rotation = Quat::sRotation(Vec3::sAxisZ(), 0.3f * JPH_PI);
|
|
|
|
StaticCompoundShapeSettings compound_settings;
|
|
compound_settings.AddShape(cShape1Position, cShape1Rotation, hull); // Shape 1
|
|
compound_settings.AddShape(cShape2Position, cShape2Rotation, hull); // Shape 2
|
|
RefConst<Shape> compound = compound_settings.Create().Get();
|
|
|
|
// Hitting shape 1
|
|
TestRayHelper(compound, cShape1Position + cShape1Rotation * Vec3(-2, 0, 0), cShape1Position + cShape1Rotation * Vec3(3, 0, 0));
|
|
TestRayHelper(compound, cShape1Position + cShape1Rotation * Vec3(0, -4, 0), cShape1Position + cShape1Rotation * Vec3(0, 5, 0));
|
|
TestRayHelper(compound, cShape1Position + cShape1Rotation * Vec3(0, 0, -6), cShape1Position + cShape1Rotation * Vec3(0, 0, 7));
|
|
|
|
// Hitting shape 2
|
|
TestRayHelper(compound, cShape2Position + cShape2Rotation * Vec3(-2, 0, 0), cShape2Position + cShape2Rotation * Vec3(3, 0, 0));
|
|
TestRayHelper(compound, cShape2Position + cShape2Rotation * Vec3(0, -4, 0), cShape2Position + cShape2Rotation * Vec3(0, 5, 0));
|
|
TestRayHelper(compound, cShape2Position + cShape2Rotation * Vec3(0, 0, -6), cShape2Position + cShape2Rotation * Vec3(0, 0, 7));
|
|
}
|
|
|
|
TEST_CASE("TestMutableCompoundShapeRay")
|
|
{
|
|
// Create convex hull shape of a box (off center so the center of mass is not zero)
|
|
Array<Vec3> box;
|
|
box.push_back(Vec3(-2, -4, -6));
|
|
box.push_back(Vec3(-2, -4, 7));
|
|
box.push_back(Vec3(-2, 5, -6));
|
|
box.push_back(Vec3(-2, 5, 7));
|
|
box.push_back(Vec3(3, -4, -6));
|
|
box.push_back(Vec3(3, -4, 7));
|
|
box.push_back(Vec3(3, 5, -6));
|
|
box.push_back(Vec3(3, 5, 7));
|
|
RefConst<ShapeSettings> hull = new ConvexHullShapeSettings(box);
|
|
|
|
// Translate/rotate the shape through a compound (off center to force center of mass not zero)
|
|
const Vec3 cShape1Position(10, 20, 30);
|
|
const Quat cShape1Rotation = Quat::sRotation(Vec3::sAxisX(), 0.1f * JPH_PI) * Quat::sRotation(Vec3::sAxisY(), 0.2f * JPH_PI);
|
|
const Vec3 cShape2Position(40, 50, 60);
|
|
const Quat cShape2Rotation = Quat::sRotation(Vec3::sAxisZ(), 0.3f * JPH_PI);
|
|
|
|
MutableCompoundShapeSettings compound_settings;
|
|
compound_settings.AddShape(cShape1Position, cShape1Rotation, hull); // Shape 1
|
|
compound_settings.AddShape(cShape2Position, cShape2Rotation, hull); // Shape 2
|
|
RefConst<Shape> compound = compound_settings.Create().Get();
|
|
|
|
// Hitting shape 1
|
|
TestRayHelper(compound, cShape1Position + cShape1Rotation * Vec3(-2, 0, 0), cShape1Position + cShape1Rotation * Vec3(3, 0, 0));
|
|
TestRayHelper(compound, cShape1Position + cShape1Rotation * Vec3(0, -4, 0), cShape1Position + cShape1Rotation * Vec3(0, 5, 0));
|
|
TestRayHelper(compound, cShape1Position + cShape1Rotation * Vec3(0, 0, -6), cShape1Position + cShape1Rotation * Vec3(0, 0, 7));
|
|
|
|
// Hitting shape 2
|
|
TestRayHelper(compound, cShape2Position + cShape2Rotation * Vec3(-2, 0, 0), cShape2Position + cShape2Rotation * Vec3(3, 0, 0));
|
|
TestRayHelper(compound, cShape2Position + cShape2Rotation * Vec3(0, -4, 0), cShape2Position + cShape2Rotation * Vec3(0, 5, 0));
|
|
TestRayHelper(compound, cShape2Position + cShape2Rotation * Vec3(0, 0, -6), cShape2Position + cShape2Rotation * Vec3(0, 0, 7));
|
|
}
|
|
}
|